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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
134 lines
3.7 KiB
C++
134 lines
3.7 KiB
C++
/*
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* CommonConstructors.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CDefaultObjectTypeHandler.h"
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#include "../LogicalExpression.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapObjects/CGCreature.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/ObstacleSetHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGArtifact;
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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class CGMarket;
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class CHeroClass;
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class CGCreature;
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class CGBoat;
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class CFaction;
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class CStackBasicDescriptor;
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class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
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{
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public:
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bool isStaticObject() override;
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};
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class CreatureInstanceConstructor : public CDefaultObjectTypeHandler<CGCreature>
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{
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public:
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class ResourceInstanceConstructor : public CDefaultObjectTypeHandler<CGResource>
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{
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public:
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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const CFaction * faction = nullptr;
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std::map<std::string, LogicalExpression<BuildingID>> filters;
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void initializeObject(CGTownInstance * object) const override;
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void randomizeObject(CGTownInstance * object, vstd::RNG & rng) const override;
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void afterLoadFinalization() override;
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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const CHeroClass * heroClass = nullptr;
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std::map<std::string, LogicalExpression<HeroTypeID>> filters;
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void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override;
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void afterLoadFinalization() override;
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class DLL_LINKAGE BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::vector<Bonus> bonuses;
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EPathfindingLayer layer;
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bool onboardAssaultAllowed; //if true, hero can attack units from transport
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bool onboardVisitAllowed; //if true, hero can visit objects from transport
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AnimationPath actualAnimation; //for OH3 boats those have actual animations
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AnimationPath overlayAnimation; //waves animations
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std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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public:
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void initializeObject(CGBoat * object) const override;
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/// Returns boat preview animation, for use in Shipyards
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AnimationPath getBoatAnimationName() const;
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};
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class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::set<EMarketMode> marketModes;
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JsonNode predefinedOffer;
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int marketEfficiency;
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std::string title;
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std::string speech;
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public:
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CGMarket * createObject(IGameCallback * cb) const override;
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void initializeObject(CGMarket * object) const override;
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void randomizeObject(CGMarket * object, vstd::RNG & rng) const override;
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const std::set<EMarketMode> & availableModes() const;
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};
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VCMI_LIB_NAMESPACE_END
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